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Emerging Implications of Virtual
Reality Video Game Play on Dreams
By: Jayne Gackenbach*
Neelinder Rai
Braden Wagner
*travel support from Athabasca University
Introduction: Presence
• Virtual reality (VR) is a computer simulated
environment that replicates the experience of
being present in another location (presence)
and it suggests that the user will have
sensations that result in the perception of
objects found there as equally present.
Introduction: Immersion
• How much one feels present in another
location depends on how well the VR
technology creates immersion.
– Immersion refers to the degree to which a virtual
environment submerges the perceptual systems
of the user in computer-generated stimuli.
– The more the system captivates the senses and
blocks out stimuli from the physical world, the
more the system is considered immersive, and
thus the users feel presence (Biocca, 1995).
Introduction: Dreams & GTP
• Dreams are mental experiences of our brain’s
activity while sleeping. Meaning an individual
enters a biologically created virtual reality while
dreaming, with a strong sense of presence felt.
• This may be similar to playing video games.
• Some transfer of gaming may happen to dreams
and increase with VR gaming.
• Game Transfer Phenomena (GTP): is a transfer of
certain characteristics from a game played into
waking or dreaming.
Introduction: Past Research
• Gackenbach and Rosie (2011) compared watching/playing
video games on a television versus watching/playing a
game wearing wide screen goggles.
– Dream incorporation was assessed by participant self-report
and judges’ evaluations. The independent variable of fidelity
was strong in subsequent self reports of dream incorporation.
• In other previous studies our lab looked at the relationship
between the immersion created by virtual reality headset
(oculus rift) and nighttime dreams, (Gackenbach, Anson,
Mosley, Sinyard, & Snyder, 2016; Boopalan & White, 2016).
– Level of presence felt was higher with using VR headset
– May have been an effect on memories of dreams
• the order of dream reports relative to game play affected the self
evaluation of the dream.
– the results were equivocal thus this replication and extension
Current Inquiry
• The dreams of those who experience VR
compared to those who do not but played the
same video game were examined.
• Hypotheses:
– Higher presence in laboratory using VR goggles
relative to playing the same game in 2D
– More impact on research participant’s post lab
dreams with VR condition
• Higher dream presence
• Higher lucid like dream mentation
• More game content incorporation
Methods
• Participants: The total
number of participants
included 85 males from
MacEwan University.
– Average age: 19 years old
– Age range: 17 – 33 years
Group/Order Prelab Dream
Reported Before
Gameplay
Prelab Dream
Reported After
Gameplay
VR 22 22
Control 20 21
• Prescreen:
Male
Motion sickness (low)
Horror and violence tolerance
(high)
Dream recall (moderate to high)
Game play history allowed to vary
Assignment to Conditions
Participants
Experimental
(VR Gameplay)
Control (2D
Gameplay)
Dream collected before
gameplay
Dream collected after
gameplay
Dream collected before
gameplay
Dream collected after
gameplay
Random assignment
Random assignment
Random assignment
Methods
Questionnaires:
– Demographics
– Video Game Play History Questionnaire
– Social Media Use History Questionnaire
– Telepresence Survey
– Game Transfer Phenomena Scale (GTP)
– Dream Presence
Methods
• PlayStation 4 Pro + PlayStation VR Headset
Methods
• Game: Resident Evil 7 –
Biohazard:
- Can be played traditionally (2D) and in VR (3D)
- Is a first-person shooter
- Incorporates elements of exploration, solving puzzles,
and surviving
Methods
Procedure
Answer demographic and pre-gameplay questionnaires
Before Gameplay Condition
–> Report Dream
After Gameplay Condition –
> Play game
Before Gameplay Condition
–> Play Game
After Gameplay Condition –
> Report Dream
Answer post-gameplay questionnaires
Report a post lab dream (between 1-7 days after lab session)
Methods
• Self Report Questionnaires on reported
dreams:
– Type of dream
– Emotions experienced during dream
– Presence felt during the dream
Methods
• Dreams Analysis:
– Threat Simulation (Revonsuo & Valli, 2000)
– Lucidity and Consciousness (Voss, 2012)
– Game Content Scale for Resident Evil 7: Biohazard
• Developed for this study
Results
• Covariates:
– Video game play frequency
– Video game play length
– Use of gaming social media
– GTP (Game transfer phenomenon) on mental
processes
Manipulation Effectiveness
• No group difference in game performance
(deaths & health potions used)
• Observer’s coded: verbal and nonverbal
expressions 3 times during game play
– No difference in verbal expressions
– VR > Control in nonverbal expressions
• Thus VR > Control in observed sense of presence
• Respondents self report
– VR > Control in immersion
Dream Analysis
• Two dreams collected
– Prelab: Most recent dream prior to reporting to lab
– Postlab: Dream experienced between 24 hours and 7
days after lab experience
• Self report evaluations
– Dream type
– Emotions in dream
– Presence in dream
• Judges coding
– Lucidity type content
– Game related content
– Threat Simulation
Self Evaluations of Dreams
Lucid Dream
Before Lab Dream After Lab Dream
VR
Control
Self Evaluations of Dreams
• Control Dream
– Dream reported after game play > than ones
reported before game play
– Pronounced for VR
Before Game Play After Game Play
VR
Control
Self Evaluations of Dreams
• Self evaluations of dream as bad dream.
0
0.5
1
1.5
2
2.5
3
3.5
Prelab Postlab Prelab Postlab
Before Game After Game
VR Control
Self reported emotion sum scores showed no differences.
Self Evaluations of Dreams
• Game versus Dream Presence
0
5
10
15
20
25
30
35
40
45
50
Game presence sum Lab dream presence sum Postlab dream presence sum
Mean VR Mean Control
Judges Coding: Lucid
• Voss Self report scale adapted for judges use
• Eight subscales derived from 28 items
• Realism, memory and negative emotions resulted in effects
– Realism:
VR
Control
Before Lab Dream After Lab Dream
Judges Coding: Lucid
• Memory
– Prelab dreams > Postlab dreams
• Negative Emotions
VR
Control
Before Lab Dream After Lab Dream
Judges Coding: Game Content
• Act Frequency
– Location
• Trailers, old buildings, tunnels, etc
– Person/Object/Things
• Spiders, zombies, weapons, etc
– Actions/Events
• Fire, chase, screams, etc
• Thematic Content (Likert-type scale)
– Startle, shooting, stabbing, threats, bleeding
– Correlations with Actions/events sum scores very few
significant
Judges Coding: Game Content
• Act frequency sum scores
– Post lab dream > prelab dream
• Location
• Person/object/thing
• Action/events
• Thematic Content
• Postlab dream > prelab dream
Thank You!

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Emerging implications of virtual reality video game play on dreams

  • 1. Emerging Implications of Virtual Reality Video Game Play on Dreams By: Jayne Gackenbach* Neelinder Rai Braden Wagner *travel support from Athabasca University
  • 2. Introduction: Presence • Virtual reality (VR) is a computer simulated environment that replicates the experience of being present in another location (presence) and it suggests that the user will have sensations that result in the perception of objects found there as equally present.
  • 3. Introduction: Immersion • How much one feels present in another location depends on how well the VR technology creates immersion. – Immersion refers to the degree to which a virtual environment submerges the perceptual systems of the user in computer-generated stimuli. – The more the system captivates the senses and blocks out stimuli from the physical world, the more the system is considered immersive, and thus the users feel presence (Biocca, 1995).
  • 4. Introduction: Dreams & GTP • Dreams are mental experiences of our brain’s activity while sleeping. Meaning an individual enters a biologically created virtual reality while dreaming, with a strong sense of presence felt. • This may be similar to playing video games. • Some transfer of gaming may happen to dreams and increase with VR gaming. • Game Transfer Phenomena (GTP): is a transfer of certain characteristics from a game played into waking or dreaming.
  • 5. Introduction: Past Research • Gackenbach and Rosie (2011) compared watching/playing video games on a television versus watching/playing a game wearing wide screen goggles. – Dream incorporation was assessed by participant self-report and judges’ evaluations. The independent variable of fidelity was strong in subsequent self reports of dream incorporation. • In other previous studies our lab looked at the relationship between the immersion created by virtual reality headset (oculus rift) and nighttime dreams, (Gackenbach, Anson, Mosley, Sinyard, & Snyder, 2016; Boopalan & White, 2016). – Level of presence felt was higher with using VR headset – May have been an effect on memories of dreams • the order of dream reports relative to game play affected the self evaluation of the dream. – the results were equivocal thus this replication and extension
  • 6. Current Inquiry • The dreams of those who experience VR compared to those who do not but played the same video game were examined. • Hypotheses: – Higher presence in laboratory using VR goggles relative to playing the same game in 2D – More impact on research participant’s post lab dreams with VR condition • Higher dream presence • Higher lucid like dream mentation • More game content incorporation
  • 7. Methods • Participants: The total number of participants included 85 males from MacEwan University. – Average age: 19 years old – Age range: 17 – 33 years Group/Order Prelab Dream Reported Before Gameplay Prelab Dream Reported After Gameplay VR 22 22 Control 20 21 • Prescreen: Male Motion sickness (low) Horror and violence tolerance (high) Dream recall (moderate to high) Game play history allowed to vary
  • 8. Assignment to Conditions Participants Experimental (VR Gameplay) Control (2D Gameplay) Dream collected before gameplay Dream collected after gameplay Dream collected before gameplay Dream collected after gameplay Random assignment Random assignment Random assignment
  • 9. Methods Questionnaires: – Demographics – Video Game Play History Questionnaire – Social Media Use History Questionnaire – Telepresence Survey – Game Transfer Phenomena Scale (GTP) – Dream Presence
  • 10. Methods • PlayStation 4 Pro + PlayStation VR Headset
  • 11. Methods • Game: Resident Evil 7 – Biohazard: - Can be played traditionally (2D) and in VR (3D) - Is a first-person shooter - Incorporates elements of exploration, solving puzzles, and surviving
  • 13. Procedure Answer demographic and pre-gameplay questionnaires Before Gameplay Condition –> Report Dream After Gameplay Condition – > Play game Before Gameplay Condition –> Play Game After Gameplay Condition – > Report Dream Answer post-gameplay questionnaires Report a post lab dream (between 1-7 days after lab session)
  • 14. Methods • Self Report Questionnaires on reported dreams: – Type of dream – Emotions experienced during dream – Presence felt during the dream
  • 15. Methods • Dreams Analysis: – Threat Simulation (Revonsuo & Valli, 2000) – Lucidity and Consciousness (Voss, 2012) – Game Content Scale for Resident Evil 7: Biohazard • Developed for this study
  • 16. Results • Covariates: – Video game play frequency – Video game play length – Use of gaming social media – GTP (Game transfer phenomenon) on mental processes
  • 17. Manipulation Effectiveness • No group difference in game performance (deaths & health potions used) • Observer’s coded: verbal and nonverbal expressions 3 times during game play – No difference in verbal expressions – VR > Control in nonverbal expressions • Thus VR > Control in observed sense of presence • Respondents self report – VR > Control in immersion
  • 18. Dream Analysis • Two dreams collected – Prelab: Most recent dream prior to reporting to lab – Postlab: Dream experienced between 24 hours and 7 days after lab experience • Self report evaluations – Dream type – Emotions in dream – Presence in dream • Judges coding – Lucidity type content – Game related content – Threat Simulation
  • 19. Self Evaluations of Dreams Lucid Dream Before Lab Dream After Lab Dream VR Control
  • 20. Self Evaluations of Dreams • Control Dream – Dream reported after game play > than ones reported before game play – Pronounced for VR Before Game Play After Game Play VR Control
  • 21. Self Evaluations of Dreams • Self evaluations of dream as bad dream. 0 0.5 1 1.5 2 2.5 3 3.5 Prelab Postlab Prelab Postlab Before Game After Game VR Control Self reported emotion sum scores showed no differences.
  • 22. Self Evaluations of Dreams • Game versus Dream Presence 0 5 10 15 20 25 30 35 40 45 50 Game presence sum Lab dream presence sum Postlab dream presence sum Mean VR Mean Control
  • 23. Judges Coding: Lucid • Voss Self report scale adapted for judges use • Eight subscales derived from 28 items • Realism, memory and negative emotions resulted in effects – Realism: VR Control Before Lab Dream After Lab Dream
  • 24. Judges Coding: Lucid • Memory – Prelab dreams > Postlab dreams • Negative Emotions VR Control Before Lab Dream After Lab Dream
  • 25. Judges Coding: Game Content • Act Frequency – Location • Trailers, old buildings, tunnels, etc – Person/Object/Things • Spiders, zombies, weapons, etc – Actions/Events • Fire, chase, screams, etc • Thematic Content (Likert-type scale) – Startle, shooting, stabbing, threats, bleeding – Correlations with Actions/events sum scores very few significant
  • 26. Judges Coding: Game Content • Act frequency sum scores – Post lab dream > prelab dream • Location • Person/object/thing • Action/events • Thematic Content • Postlab dream > prelab dream

Editor's Notes

  1. Demographics: Information such as gender, marital status, occupation, level of education, race/ethnicity, city and country of residence, first language, and English language proficiency was asked about. Video Game Play Questionnaire: This questionnaire assessed the participants’ video game play history and the most recent game play experience. Social Media Use Questionnaire: This questionnaire assessed the level of involvement and the time period for which the participants’ had been using social media. Telepresence Survey: This survey was used to assess the participants’ history of telepresence experiences and recent telepresence experiences both before and after game play, if any. Game Transfer Phenomena: This scale assesses experiences had in video game play that generalize to waking reality, as explained before.